/* Classic Sixth Edition Card List 350 cards Aladdin’s Ring 8, Artifact, Classic Sixth Edition Rare 8, T: Aladdin’s Ring deals 4 damage to target creature or player. Amber Prison 4, Artifact, Classic Sixth Edition Rare You may choose not to untap Amber Prison during your untap step. 4, T: Tap target artifact, creature, or land. As long as Amber Prison is tapped, that permanent doesn’t untap during its controller’s untap step. Ankh of Mishra 2, Artifact, Classic Sixth Edition Rare Whenever a land comes into play, Ankh of Mishra deals 2 damage to that land’s controller. Ashnod’s Altar 3, Artifact, Classic Sixth Edition Uncommon Sacrifice a creature: Add two colorless mana to your mana pool. Bottle of Suleiman 4, Artifact, Classic Sixth Edition Rare 1, Sacrifice Bottle of Suleiman: Flip a coin. If you lose the flip, Bottle of Suleiman deals 5 damage to you. If you win the flip, put a 5/5 Djinn artifact creature token into play. That creature has flying. Charcoal Diamond 2, Artifact, Classic Sixth Edition Uncommon Charcoal Diamond comes into play tapped. T: Add B to your mana pool. Crystal Rod 1, Artifact, Classic Sixth Edition Uncommon Whenever a player plays a blue spell, you may pay 1. If you do, you gain 1 life. Cursed Totem 2, Artifact, Classic Sixth Edition Rare Players can’t play activated abilities of creatures. Dancing Scimitar 4, Artifact Creature 1/5, Classic Sixth Edition Rare Flying Dingus Egg 4, Artifact, Classic Sixth Edition Rare Whenever a land is put into a graveyard from play, Dingus Egg deals 2 damage to that land’s controller. Disrupting Scepter 3, Artifact, Classic Sixth Edition Rare 3, T: Target player chooses and discards a card from his or her hand. Play this ability only during your turn. Dragon Engine 3, Artifact Creature 1/3, Classic Sixth Edition Rare 2: Dragon Engine gets +1/+0 until end of turn. Dragon Mask 3, Artifact, Classic Sixth Edition Uncommon 3, T: Target creature you control gets +2/+2 until end of turn. At end of turn, return that creature to its owner’s hand. Fire Diamond 2, Artifact, Classic Sixth Edition Uncommon Fire Diamond comes into play tapped. T: Add R to your mana pool. Flying Carpet 4, Artifact, Classic Sixth Edition Rare 2, T: Target creature gains flying until end of turn. Fountain of Youth Artifact, Classic Sixth Edition Uncommon 2, T: You gain 1 life. Glasses of Urza 1, Artifact, Classic Sixth Edition Uncommon T: Look at target player’s hand. Grinning Totem 4, Artifact, Classic Sixth Edition Rare 2, tap, Sacrifice Grinning Totem: Search target opponent’s library for a card and set that card aside. That player then shuffles his or her library. You may play the card as though it were in your hand. At the beginning of your next upkeep, if you haven’t played the card, put it into its owner’s graveyard. Howling Mine 2, Artifact, Classic Sixth Edition Rare At the beginning of each player’s draw step, if Howling Mine is untapped, that player draws an additional card. Iron Star 1, Artifact, Classic Sixth Edition Uncommon Whenever a player plays a red spell, you may pay 1. If you do, you gain 1 life. Ivory Cup 1, Artifact, Classic Sixth Edition Uncommon Whenever a player plays a white spell, you may pay 1. If you do, you gain 1 life. Jade Monolith 4, Artifact, Classic Sixth Edition Rare 1: The next time a source of your choice would deal damage to target creature this turn, that damage is dealt to you instead. Jalum Tome 3, Artifact, Classic Sixth Edition Rare 2, T: Draw a card, then choose and discard a card from your hand. Jayemdae Tome 4, Artifact, Classic Sixth Edition Rare 4, T: Draw a card. Lead Golem 5, Artifact Creature — Golem 3/5, Classic Sixth Edition Uncommon Whenever Lead Golem attacks, it doesn’t untap during its controller’s next untap step. Mana Prism 3, Artifact, Classic Sixth Edition Uncommon T: Add one colorless mana to your mana pool. 1, T: Add one mana of a color of your choice to your mana pool. Marble Diamond 2, Artifact, Classic Sixth Edition Uncommon Marble Diamond comes into play tapped. T: Add W to your mana pool. Meekstone 1, Artifact, Classic Sixth Edition Rare Each creature with power 3 or greater doesn’t untap during its controller’s untap step. Millstone 2, Artifact, Classic Sixth Edition Rare 2, T: Put the top two cards of target player’s library into his or her graveyard. Moss Diamond 2, Artifact, Classic Sixth Edition Uncommon Moss Diamond comes into play tapped. T: Add G to your mana pool. Mystic Compass 2, Artifact, Classic Sixth Edition Uncommon 1, T: Target land becomes a basic land type of your choice until end of turn. Obsianus Golem 6, Artifact Creature — Golem 4/6, Classic Sixth Edition Uncommon Ornithopter Artifact Creature 0/2, Classic Sixth Edition Uncommon Flying Patagia Golem 4, Artifact Creature — Golem 2/3, Classic Sixth Edition Uncommon 3: Patagia Golem gains flying until end of turn. Pentagram of the Ages 4, Artifact, Classic Sixth Edition Rare 4, T: The next time a source of your choice would deal damage to you this turn, prevent that damage. Phyrexian Vault 3, Artifact, Classic Sixth Edition Uncommon 2, tap, Sacrifice a creature: Draw a card. Primal Clay 4, Artifact Creature */*, Classic Sixth Edition Rare Primal Clay comes into play as your choice of a 3/3 artifact creature; a 2/2 artifact creature with flying; or a 1/6 Wall artifact creature. (Walls can’t attack.) Rod of Ruin 4, Artifact, Classic Sixth Edition Uncommon 3, T: Rod of Ruin deals 1 damage to target creature or player. Skull Catapult 4, Artifact, Classic Sixth Edition Uncommon 1, tap, Sacrifice a creature: Skull Catapult deals 2 damage to target creature or player. Sky Diamond 2, Artifact, Classic Sixth Edition Uncommon Sky Diamond comes into play tapped. T: Add U to your mana pool. Snake Basket 4, Artifact, Classic Sixth Edition Rare X, Sacrifice Snake Basket: Put X 1/1 green Cobra creature tokens into play. Play this ability only if you’re allowed to play a sorcery. Soul Net 1, Artifact, Classic Sixth Edition Uncommon Whenever a creature is put into a graveyard from play, you may pay 1. If you do, you gain 1 life. Storm Cauldron 5, Artifact, Classic Sixth Edition Rare Each player may play an additional land during each of his or her turns. Whenever a land is tapped for mana, return it to its owner's hand. Teferi’s Puzzle Box 4, Artifact, Classic Sixth Edition Rare At the beginning of each player’s draw step, that player counts the cards in his or her hand, puts them on the bottom of his or her library, and then draws that many cards. The Hive 5, Artifact, Classic Sixth Edition Rare 5, T: Put a 1/1 Wasp artifact creature token into play. That creature has flying. Throne of Bone 1, Artifact, Classic Sixth Edition Uncommon Whenever a player plays a black spell, you may pay 1. If you do, you gain 1 life. Wand of Denial 2, Artifact, Classic Sixth Edition Rare T: Look at the top card of target player’s library. If it’s a nonland card, you may pay 2 life. If you do, put it into that player’s graveyard. Wooden Sphere 1, Artifact, Classic Sixth Edition Uncommon Whenever a player plays a green spell, you may pay 1. If you do, you gain 1 life. Abyssal Hunter 3B, Creature — Minion 1/1, Classic Sixth Edition Rare B, T: Tap target creature. Abyssal Hunter deals damage equal to its power to that creature. Abyssal Specter 2BB, Creature — Specter 2/3, Classic Sixth Edition Uncommon Flying Whenever Abyssal Specter deals damage to a player, that player chooses and discards a card from his or her hand. Agonizing Memories 2BB, Sorcery, Classic Sixth Edition Uncommon Look at target player’s hand and choose two cards from it. Put those cards on top of that player’s library in any order you choose. Ashen Powder 2BB, Sorcery, Classic Sixth Edition Rare Put target creature card from one of your opponents’ graveyards into play under your control. Blight BB, Enchant Land, Classic Sixth Edition Uncommon When enchanted land is tapped, destroy it. Blighted Shaman 1B, Creature — Wizard 1/1, Classic Sixth Edition Uncommon tap, Sacrifice a swamp: Target creature gets +1/+1 until end of turn. tap, Sacrifice a creature: Target creature gets +2/+2 until end of turn. Blood Pet B, Creature — Thrull 1/1, Classic Sixth Edition Common Sacrifice Blood Pet: Add B to your mana pool. Bog Imp 1B, Creature — Imp 1/1, Classic Sixth Edition Common Flying Bog Rats B, Creature — Rat 1/1, Classic Sixth Edition Common Bog Rats can’t be blocked by Walls. Bog Wraith 3B, Creature — Wraith 3/3, Classic Sixth Edition Uncommon Swampwalk (This creature is unblockable if defending player controls a swamp.) Coercion 2B, Sorcery, Classic Sixth Edition Common Look at target opponent’s hand and choose a card from it. That player discards that card. Derelor 3B, Creature — Thrull 4/4, Classic Sixth Edition Rare Your black spells cost B more to play. Doomsday BBB, Sorcery, Classic Sixth Edition Rare Search your library and graveyard for five cards of your choice and remove the rest from the game. Put the chosen cards on top of your library in any order you choose. You lose half your life, rounded up. Dread of Night B, Enchantment, Classic Sixth Edition Uncommon White creatures get -1/-1. Drudge Skeletons 1B, Creature — Skeleton 1/1, Classic Sixth Edition Common B: Regenerate Drudge Skeletons. Dry Spell 1B, Sorcery, Classic Sixth Edition Common Dry Spell deals 1 damage to each creature and each player. Enfeeblement BB, Enchant Creature, Classic Sixth Edition Common Enchanted creature gets -2/-2. Evil Eye of Orms-by-Gore 4B, Creature — Horror 3/6, Classic Sixth Edition Uncommon Evil Eye of Orms-by-Gore can’t be blocked except by Walls. Except for Evil Eye of Orms-by-Gore, creatures you control can’t attack. Fallen Angel 3BB, Creature — Angel 3/3, Classic Sixth Edition Rare Flying Sacrifice a creature: Fallen Angel gets +2/+1 until end of turn. Fatal Blow B, Instant, Classic Sixth Edition Common Destroy target creature that was dealt damage this turn. It can’t be regenerated. Fear BB, Enchant Creature, Classic Sixth Edition Common Enchanted creature can’t be blocked except by artifact creatures and black creatures. Feast of the Unicorn 3B, Enchant Creature, Classic Sixth Edition Common Enchanted creature gets +4/+0. Feral Shadow 2B, Creature — Night Stalker 2/1, Classic Sixth Edition Common Flying Forbidden Crypt 3BB, Enchantment, Classic Sixth Edition Rare Whenever you would draw a card, instead return target card from your graveyard to your hand. If you can’t, you lose the game. Whenever a card would be put into your graveyard, instead remove that card from the game. Gravebane Zombie 3B, Creature — Zombie 3/2, Classic Sixth Edition Uncommon When Gravebane Zombie would be put into a graveyard from play, instead put Gravebane Zombie on top of its owner’s library. Gravedigger 3B, Creature — Zombie 2/2, Classic Sixth Edition Common When Gravedigger comes into play, you may return target creature card from your graveyard to your hand. Greed 3B, Enchantment, Classic Sixth Edition Rare B, Pay 2 life: Draw a card. Hecatomb 1BB, Enchantment, Classic Sixth Edition Rare When Hecatomb comes into play, you may sacrifice four creatures. If you don’t, sacrifice Hecatomb. Tap an untapped swamp you control: Hecatomb deals 1 damage to target creature or player. Hidden Horror 1BB, Creature — Horror 4/4, Classic Sixth Edition Uncommon When Hidden Horror comes into play, choose and discard a creature card from your hand. If you don’t, sacrifice Hidden Horror. Howl from Beyond XB, Instant, Classic Sixth Edition Common Target creature gets +X/+0 until end of turn. Infernal Contract BBB, Sorcery, Classic Sixth Edition Rare Draw four cards. You lose half your life, rounded up. Kjeldoran Dead B, Creature — Skeleton 3/1, Classic Sixth Edition Common When Kjeldoran Dead comes into play, sacrifice a creature. B: Regenerate Kjeldoran Dead. Leshrac’s Rite B, Enchant Creature, Classic Sixth Edition Uncommon Enchanted creature gains swampwalk. (It’s unblockable if defending player controls a swamp.) Lost Soul 1BB, Creature — Minion 2/1, Classic Sixth Edition Common Swampwalk (This creature is unblockable if defending player controls a swamp.) Mind Warp X3B, Sorcery, Classic Sixth Edition Uncommon Look at target player’s hand and choose X cards from it. That player discards them. Mischievous Poltergeist 2B, Creature — Ghost 1/1, Classic Sixth Edition Uncommon Flying Pay 1 life: Regenerate Mischievous Poltergeist. Necrosavant 3BBB, Creature — Necrosavant 5/5, Classic Sixth Edition Rare 3BB, Sacrifice a creature: Return Necrosavant from your graveyard to play. Play this ability only during your upkeep. Nightmare 5B, Creature — Nightmare */*, Classic Sixth Edition Rare Flying Nightmare’s power and toughness are each equal to the number of swamps you control. Painful Memories 1B, Sorcery, Classic Sixth Edition Common Look at target opponent’s hand and choose a card from it. Put that card on top of that player’s library. Perish 2B, Sorcery, Classic Sixth Edition Uncommon Destroy all green creatures. They can’t be regenerated. Pestilence 2BB, Enchantment, Classic Sixth Edition Uncommon At end of turn, if there are no creatures in play, sacrifice Pestilence. B: Pestilence deals 1 damage to each creature and each player. Python 1BB, Creature — Snake 3/2, Classic Sixth Edition Common Rag Man 2BB, Creature — Rag Man 2/1, Classic Sixth Edition Rare BBB, T: Look at target opponent’s hand. That player discards a creature card at random from it. Play this ability only during your turn. Raise Dead B, Sorcery, Classic Sixth Edition Common Return target creature card from your graveyard to your hand. Razortooth Rats 2B, Creature — Rat 2/1, Classic Sixth Edition Common Razortooth Rats can’t be blocked except by artifact creatures and black creatures. Scathe Zombies 2B, Creature — Zombie 2/2, Classic Sixth Edition Common Sengir Autocrat 3B, Creature — Minion 2/2, Classic Sixth Edition Rare When Sengir Autocrat comes into play, put three 0/1 Serf creature tokens into play. When Sengir Autocrat leaves play, remove all Serf tokens from play. Strands of Night 2BB, Enchantment, Classic Sixth Edition Uncommon BB, Pay 2 life, Sacrifice a swamp: Return target creature card from your graveyard to play. Stromgald Cabal 1BB, Creature — Knight 2/2, Classic Sixth Edition Rare tap, Pay 1 life: Counter target white spell. Stupor 2B, Sorcery, Classic Sixth Edition Uncommon Target opponent discards a card at random from his or her hand, then chooses and discards a card from his or her hand. Syphon Soul 2B, Sorcery, Classic Sixth Edition Common Syphon Soul deals 2 damage to each other player. You gain equal to the damage dealt this way. Terror 1B, Instant, Classic Sixth Edition Common Destroy target nonartifact, nonblack creature. It can’t be regenerated. Vampiric Tutor B, Instant, Classic Sixth Edition Rare Search your library for a card, then shuffle your library and put that card on top of it. You lose 2 life. Zombie Master 1BB, Creature — Lord 2/3, Classic Sixth Edition Rare All Zombies gain "B: Regenerate this creature" and swampwalk. (They’re unblockable if defending player controls a swamp.) Birds of Paradise G, Creature — Bird 0/1, Classic Sixth Edition Rare Flying T: Add one mana of a color of your choice to your mana pool. Call of the Wild 2GG, Enchantment, Classic Sixth Edition Rare 2GG: Reveal the top card of your library. If it’s a creature card, put it into play. Otherwise, put it into your graveyard. Cat Warriors 1GG, Creature — Cat Warrior 2/2, Classic Sixth Edition Common Forestwalk (This creature is unblockable if defending player controls a forest.) Creeping Mold 2GG, Sorcery, Classic Sixth Edition Uncommon Destroy target artifact, land, or enchantment. Dense Foliage 2G, Enchantment, Classic Sixth Edition Rare Creatures can’t be the targets of spells. Early Harvest 1GG, Instant, Classic Sixth Edition Rare Target player untaps all basic lands he or she controls. Elder Druid 3G, Creature — Cleric 2/2, Classic Sixth Edition Rare 3G, T: Tap or untap target artifact, creature, or land. Elven Cache 2GG, Sorcery, Classic Sixth Edition Common Return target card from your graveyard to your hand. Elven Riders 3GG, Creature — Elf 3/3, Classic Sixth Edition Uncommon Elven Riders can’t be blocked except by creatures with flying or Walls. Elvish Archers 1G, Creature — Elf 2/1, Classic Sixth Edition Rare First strike Fallow Earth 2G, Sorcery, Classic Sixth Edition Uncommon Put target land on top of its owner’s library. Familiar Ground 2G, Enchantment, Classic Sixth Edition Uncommon Each creature you control can’t be blocked by more than one creature each combat. Femeref Archers 2G, Creature — Soldier 2/2, Classic Sixth Edition Uncommon T: Femeref Archers deals 4 damage to target attacking creature with flying. Fog G, Instant, Classic Sixth Edition Common Creatures deal no combat damage this turn. Fyndhorn Brownie 2G, Creature — Brownie 1/1, Classic Sixth Edition Common 2G, T: Untap target creature. Fyndhorn Elder 2G, Creature — Elf 1/1, Classic Sixth Edition Uncommon T: Add GG to your mana pool. Giant Growth G, Instant, Classic Sixth Edition Common Target creature gets +3/+3 until end of turn. Giant Spider 3G, Creature — Spider 2/4, Classic Sixth Edition Common Giant Spider can block as though it had flying. Gorilla Chieftain 2GG, Creature — Ape 3/3, Classic Sixth Edition Common 1G: Regenerate Gorilla Chieftain. Grizzly Bears 1G, Creature — Bear 2/2, Classic Sixth Edition Common Hurricane XG, Sorcery, Classic Sixth Edition Rare Hurricane deals X damage to each creature with flying and each player. Living Lands 3G, Enchantment, Classic Sixth Edition Rare All forests are 1/1 creatures that are still lands. Llanowar Elves G, Creature — Elf 1/1, Classic Sixth Edition Common T: Add G to your mana pool. Lure 1GG, Enchant Creature, Classic Sixth Edition Uncommon All creatures able to block enchanted creature do so. Maro 2GG, Creature — Elemental */*, Classic Sixth Edition Rare Maro’s power and toughness are each equal to the number of cards in your hand. Nature’s Resurgence 2GG, Sorcery, Classic Sixth Edition Rare Each player draws as many cards as there are creature cards in his or her graveyard. Panther Warriors 4G, Creature — Cat Warrior 6/3, Classic Sixth Edition Common Pradesh Gypsies 2G, Creature — Gypsy 1/1, Classic Sixth Edition Common 1G, T: Target creature gets -2/-0 until end of turn. Radjan Spirit 3G, Creature — Spirit 3/2, Classic Sixth Edition Uncommon T: Target creature loses flying until end of turn. Rampant Growth 1G, Sorcery, Classic Sixth Edition Common Search your library for a basic land card and put that card into play tapped. Then shuffle your library. Redwood Treefolk 4G, Creature — Treefolk 3/6, Classic Sixth Edition Common Regeneration 1G, Enchant Creature, Classic Sixth Edition Common G: Regenerate enchanted creature. River Boa 1G, Creature — Snake 2/1, Classic Sixth Edition Uncommon Islandwalk (This creature is unblockable if defending player controls an island.) G: Regenerate River Boa. Rowen 2GG, Enchantment, Classic Sixth Edition Rare Reveal the first card you draw each turn. Whenever you reveal a basic land card this way, draw a card. Scaled Wurm 7G, Creature — Wurm 7/6, Classic Sixth Edition Common Shanodin Dryads G, Creature — Dryad 1/1, Classic Sixth Edition Common Forestwalk (This creature is unblockable if defending player controls a forest.) Stalking Tiger 3G, Creature — Tiger 3/3, Classic Sixth Edition Common Stalking Tiger can’t be blocked by more than one creature each combat. Stream of Life XG, Sorcery, Classic Sixth Edition Common Target player gains X life. Summer Bloom 1G, Sorcery, Classic Sixth Edition Uncommon Play up to three additional lands this turn. Thicket Basilisk 3GG, Creature — Basilisk 2/4, Classic Sixth Edition Uncommon Whenever Thicket Basilisk blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat. Trained Armodon 1GG, Creature — Elephant 3/3, Classic Sixth Edition Common Tranquil Grove 1G, Enchantment, Classic Sixth Edition Rare 1GG: Destroy all other enchantments. Tranquility 2G, Sorcery, Classic Sixth Edition Common Destroy all enchantments. Uktabi Orangutan 2G, Creature — Ape 2/2, Classic Sixth Edition Uncommon When Uktabi Orangutan comes into play, destroy target artifact. Uktabi Wildcats 4G, Creature — Cat Warrior */*, Classic Sixth Edition Rare Uktabi Wildcats’s power and toughness are each equal to the number of forests you control. G, Sacrifice a forest: Regenerate Uktabi Wildcats. Unseen Walker 1G, Creature — Dryad 1/1, Classic Sixth Edition Uncommon Forestwalk (This creature is unblockable if defending player controls a forest.) 1GG: Target creature gains forestwalk until end of turn. Untamed Wilds 2G, Sorcery, Classic Sixth Edition Uncommon Search your library for a basic land card and put that card into play. Then shuffle your library. Verduran Enchantress 1GG, Creature — Wizard 0/2, Classic Sixth Edition Rare Whenever you play an enchantment spell, you may draw a card. Vitalize G, Instant, Classic Sixth Edition Common Untap all creatures you control. Waiting in the Weeds 1GG, Sorcery, Classic Sixth Edition Rare Each player counts the untapped forests he or she controls and puts that many 1/1 green Cat creature tokens into play. Warthog 1GG, Creature — Warthog 3/2, Classic Sixth Edition Uncommon Swampwalk (This creature is unblockable if defending player controls a swamp.) Wild Growth G, Enchant Land, Classic Sixth Edition Common Whenever enchanted land is tapped for mana, it produces an additional G. Worldly Tutor G, Instant, Classic Sixth Edition Uncommon Search your library for a creature card and reveal that card. Shuffle your library, then put the card on top of it. Wyluli Wolf 1G, Creature — Wolf 1/1, Classic Sixth Edition Rare T: Target creature gets +1/+1 until end of turn. Adarkar Wastes Land, Classic Sixth Edition Rare T: Add one colorless mana to your mana pool. T: Add W or U to your mana pool. Adarkar Wastes deals 1 damage to you. Brushland Land, Classic Sixth Edition Rare T: Add one colorless mana to your mana pool. T: Add G or W to your mana pool. Brushland deals 1 damage to you. City of Brass Land, Classic Sixth Edition Rare Whenever City of Brass becomes tapped, it deals 1 damage to you. T: Add one mana of a color of your choice to your mana pool. Crystal Vein Land, Classic Sixth Edition Uncommon T: Add one colorless mana to your mana pool. tap, Sacrifice Crystal Vein: Add two colorless mana to your mana pool. Dwarven Ruins Land, Classic Sixth Edition Uncommon Dwarven Ruins comes into play tapped. T: Add R to your mana pool. tap, Sacrifice Dwarven Ruins: Add RR to your mana pool. Ebon Stronghold Land, Classic Sixth Edition Uncommon Ebon Stronghold comes into play tapped. T: Add B to your mana pool. tap, Sacrifice Ebon Stronghold: Add BB to your mana pool. Forest Land, Classic Sixth Edition Land [G] Forest [Version 2] Land, Classic Sixth Edition Land [G] Forest [Version 3] Land, Classic Sixth Edition Land [G] Forest [Version 4] Land, Classic Sixth Edition Land [G] Havenwood Battleground Land, Classic Sixth Edition Uncommon Havenwood Battleground comes into play tapped. T: Add G to your mana pool. tap, Sacrifice Havenwood Battleground: Add GG to your mana pool. Island Land, Classic Sixth Edition Land [U] Island [Version 2] Land, Classic Sixth Edition Land [U] Island [Version 3] Land, Classic Sixth Edition Land [U] Island [Version 4] Land, Classic Sixth Edition Land [U] Karplusan Forest Land, Classic Sixth Edition Rare T: Add one colorless mana to your mana pool. T: Add R or G to your mana pool. Karplusan Forest deals 1 damage to you. Mountain Land, Classic Sixth Edition Land [R] Mountain [Version 2] Land, Classic Sixth Edition Land [R] Mountain [Version 3] Land, Classic Sixth Edition Land [R] Mountain [Version 4] Land, Classic Sixth Edition Land [R] Plains Land, Classic Sixth Edition Land [W] Plains [Version 2] Land, Classic Sixth Edition Land [W] Plains [Version 3] Land, Classic Sixth Edition Land [W] Plains [Version 4] Land, Classic Sixth Edition Land [W] Ruins of Trokair Land, Classic Sixth Edition Uncommon Ruins of Trokair comes into play tapped. T: Add W to your mana pool. tap, Sacrifice Ruins of Trokair: Add WW to your mana pool. Sulfurous Springs Land, Classic Sixth Edition Rare T: Add one colorless mana to your mana pool. T: Add B or R to your mana pool. Sulfurous Springs deals 1 damage to you. Svyelunite Temple Land, Classic Sixth Edition Uncommon Svyelunite Temple comes into play tapped. T: Add U to your mana pool. tap, Sacrifice Svyelunite Temple: Add UU to your mana pool. Swamp Land, Classic Sixth Edition Land [B] Swamp [Version 2] Land, Classic Sixth Edition Land [B] Swamp [Version 3] Land, Classic Sixth Edition Land [B] Swamp [Version 4] Land, Classic Sixth Edition Land [B] Underground River Land, Classic Sixth Edition Rare T: Add one colorless mana to your mana pool. T: Add U or B to your mana pool. Underground River deals 1 damage to you. Anaba Bodyguard 3R, Creature — Minotaur 2/3, Classic Sixth Edition Common First strike Anaba Shaman 3R, Creature — Minotaur 2/2, Classic Sixth Edition Common R, T: Anaba Shaman deals 1 damage to target creature or player. Balduvian Barbarians 1RR, Creature — Barbarian 3/2, Classic Sixth Edition Common Balduvian Horde 2RR, Creature — Barbarian 5/5, Classic Sixth Edition Rare When Balduvian Horde comes into play, discard a card at random from your hand. If you don’t, sacrifice Balduvian Horde. Blaze XR, Sorcery, Classic Sixth Edition Uncommon Blaze deals X damage to target creature or player. Boil 3R, Instant, Classic Sixth Edition Uncommon Destroy all islands. Burrowing R, Enchant Creature, Classic Sixth Edition Uncommon Enchanted creature gains mountainwalk. (It’s unblockable if defending player controls a mountain.) Conquer 3RR, Enchant Land, Classic Sixth Edition Uncommon You control enchanted land. Crimson Hellkite 6RRR, Creature — Dragon 6/6, Classic Sixth Edition Rare Flying X, T: Crimson Hellkite deals X damage to target creature. Spend only red mana this way. Earthquake XR, Sorcery, Classic Sixth Edition Rare Earthquake deals X damage to each creature without flying and each player. Fervor 2R, Enchantment, Classic Sixth Edition Rare Creatures you control gain haste. (They may attack and tap the turn they come under your control.) Final Fortune RR, Instant, Classic Sixth Edition Rare Take another turn after this one. At the end of that turn, you lose the game. Fire Elemental 3RR, Creature — Elemental 5/4, Classic Sixth Edition Uncommon Firebreathing R, Enchant Creature, Classic Sixth Edition Common R: Enchanted creature gets +1/+0 until end of turn. Fit of Rage 1R, Sorcery, Classic Sixth Edition Common Target creature gets +3/+3 and gains first strike until end of turn. Flame Spirit 4R, Creature — Spirit 2/3, Classic Sixth Edition Common R: Flame Spirit gets +1/+0 until end of turn. Flashfires 3R, Sorcery, Classic Sixth Edition Uncommon Destroy all plains. Giant Strength RR, Enchant Creature, Classic Sixth Edition Common Enchanted creature gets +2/+2. Goblin Digging Team R, Creature — Goblin 1/1, Classic Sixth Edition Common tap, Sacrifice Goblin Digging Team: Destroy target Wall. Goblin Elite Infantry 1R, Creature — Goblin 2/2, Classic Sixth Edition Common Whenever Goblin Elite Infantry blocks or is blocked, it gets -1/-1 until end of turn. Goblin Hero 2R, Creature — Goblin 2/2, Classic Sixth Edition Common Goblin King 1RR, Creature — Lord 2/2, Classic Sixth Edition Rare All Goblins get +1/+1 and gain mountainwalk. (They’re unblockable if defending player controls a mountain.) Goblin Recruiter 1R, Creature — Goblin 1/1, Classic Sixth Edition Uncommon When Goblin Recruiter comes into play, search your library for any number of Goblin cards you choose. Reveal those cards, then shuffle your library and put them on top of it in any order you choose. Goblin Warrens 2R, Enchantment, Classic Sixth Edition Rare 2R, Sacrifice two Goblins: Put three 1/1 red Goblin creature tokens into play. Hammer of Bogardan 1RR, Sorcery, Classic Sixth Edition Rare Hammer of Bogardan deals 3 damage to target creature or player. 2RRR: Return Hammer of Bogardan to your hand. Play this ability only during your upkeep and only if Hammer of Bogardan is in your graveyard. Hulking Cyclops 3RR, Creature — Giant 5/5, Classic Sixth Edition Uncommon Hulking Cyclops can’t block. Illicit Auction 3RR, Sorcery, Classic Sixth Edition Rare Choose target creature. Each player may bid life for control of that creature. You begin the bidding at 0. Proceeding in turn order, each player may top the high bid. The auction ends when the high bid stands. The high bidder loses life equal to the high bid and gains control of the creature. Inferno 5RR, Instant, Classic Sixth Edition Rare Inferno deals 6 damage to each creature and each player. Jokulhaups 4RR, Sorcery, Classic Sixth Edition Rare Destroy all artifacts, creatures, and lands. They can’t be regenerated. Lightning Blast 3R, Instant, Classic Sixth Edition Common Lightning Blast deals 4 damage to target creature or player. Manabarbs 3R, Enchantment, Classic Sixth Edition Rare Whenever a player taps a land for mana, Manabarbs deals 1 damage to him or her. Mountain Goat R, Creature — Goat 1/1, Classic Sixth Edition Common Mountainwalk (This creature is unblockable if defending player controls a mountain.) Orcish Artillery 1RR, Creature — Orc 1/3, Classic Sixth Edition Uncommon T: Orcish Artillery deals 2 damage to target creature or player and 3 damage to you. Orcish Oriflamme 3R, Enchantment, Classic Sixth Edition Uncommon Attacking creatures you control get +1/+0. Pillage 1RR, Sorcery, Classic Sixth Edition Uncommon Destroy target artifact or land. It can’t be regenerated. Pyrotechnics 4R, Sorcery, Classic Sixth Edition Common Pyrotechnics deals 4 damage divided any way you choose among any number of target creatures and/or players. Raging Goblin R, Creature — Goblin 1/1, Classic Sixth Edition Common Haste (This creature may attack and tap the turn it comes under your control.) Reckless Embermage 3R, Creature — Wizard 2/2, Classic Sixth Edition Rare 1R: Reckless Embermage deals 1 damage to target creature or player and 1 damage to itself. Relentless Assault 2RR, Sorcery, Classic Sixth Edition Rare Untap all creatures that attacked this turn. You get an additional combat phase followed by an additional main phase this turn. Sabretooth Tiger 2R, Creature — Tiger 2/1, Classic Sixth Edition Common First strike Shatter 1R, Instant, Classic Sixth Edition Common Destroy target artifact. Shatterstorm 2RR, Sorcery, Classic Sixth Edition Rare Destroy all artifacts. They can’t be regenerated. Shock R, Instant, Classic Sixth Edition Common Shock deals 2 damage to target creature or player. Spitting Drake 3R, Creature — Drake 2/2, Classic Sixth Edition Uncommon Flying R: Spitting Drake gets +1/+0 until end of turn. Spend no more than R this way each turn. Spitting Earth 1R, Sorcery, Classic Sixth Edition Common Spitting Earth deals to target creature damage equal to the number of mountains you control. Stone Rain 2R, Sorcery, Classic Sixth Edition Common Destroy target land. Talruum Minotaur 2RR, Creature — Minotaur 3/3, Classic Sixth Edition Common Haste (This creature may attack and tap the turn it comes under your control.) Tremor R, Sorcery, Classic Sixth Edition Common Tremor deals 1 damage to each creature without flying. Vertigo R, Instant, Classic Sixth Edition Uncommon Vertigo deals 2 damage to target creature with flying. That creature loses flying until end of turn. Viashino Warrior 3R, Creature — Viashino 4/2, Classic Sixth Edition Common Volcanic Dragon 4RR, Creature — Dragon 4/4, Classic Sixth Edition Rare Flying; haste (This creature may attack and tap the turn it comes under your control.) Volcanic Geyser XRR, Instant, Classic Sixth Edition Uncommon Volcanic Geyser deals X damage to target creature or player. Wall of Fire 1RR, Creature — Wall 0/5, Classic Sixth Edition Uncommon (Walls can’t attack.) R: Wall of Fire gets +1/+0 until end of turn. Æther Flash 2RR, Enchantment, Classic Sixth Edition Uncommon Whenever a creature comes into play, Æther Flash deals 2 damage to it. Abduction 2UU, Enchant Creature, Classic Sixth Edition Uncommon When Abduction comes into play, untap enchanted creature. You control enchanted creature. When enchanted creature is put into a graveyard, return that creature to play under its owner’s control. Air Elemental 3UU, Creature — Elemental 4/4, Classic Sixth Edition Uncommon Flying Ancestral Memories 2UUU, Sorcery, Classic Sixth Edition Rare Look at the top seven cards of your library and put two of them into your hand. Put the rest into your graveyard. Boomerang UU, Instant, Classic Sixth Edition Common Return target permanent to its owner’s hand. Browse 2UU, Enchantment, Classic Sixth Edition Uncommon 2UU: Look at the top five cards of your library and put one of them into your hand. Remove the rest from the game. Chill 1U, Enchantment, Classic Sixth Edition Uncommon Red spells cost 2 more to play. Counterspell UU, Instant, Classic Sixth Edition Common Counter target spell. Daring Apprentice 1UU, Creature — Wizard 1/1, Classic Sixth Edition Rare tap, Sacrifice Daring Apprentice: Counter target spell. Deflection 3U, Instant, Classic Sixth Edition Rare Choose a new target for target spell with a single target. Desertion 3UU, Instant, Classic Sixth Edition Rare Counter target spell. If it’s an artifact or creature card, put it into play under your control instead of into its owner’s graveyard. Diminishing Returns 2UU, Sorcery, Classic Sixth Edition Rare Each player shuffles his or her hand and graveyard into his or her library. You remove the top ten cards of your library from the game. Then each player draws up to seven cards. Dream Cache 2U, Sorcery, Classic Sixth Edition Common Draw three cards. Choose two cards from your hand and put both on either the top or the bottom of your library. Flash 1U, Instant, Classic Sixth Edition Rare Put a creature card from your hand into play. You may pay its mana cost reduced by up to 2. If you don’t, sacrifice it. Flight U, Enchant Creature, Classic Sixth Edition Common Enchanted creature gains flying. Fog Elemental 2U, Creature — Elemental 4/4, Classic Sixth Edition Common Flying When Fog Elemental attacks or blocks, sacrifice it at end of combat. Forget UU, Sorcery, Classic Sixth Edition Rare Target player chooses and discards two cards from his or her hand, then draws as many cards as he or she discarded this way. Gaseous Form 2U, Enchant Creature, Classic Sixth Edition Common Enchanted creature deals no combat damage. Prevent all combat damage that would be dealt to enchanted creature. Glacial Wall 2U, Creature — Wall 0/7, Classic Sixth Edition Uncommon (Walls can’t attack.) Harmattan Efreet 2UU, Creature — Efreet 2/2, Classic Sixth Edition Uncommon Flying 1UU: Target creature gains flying until end of turn. Horned Turtle 2U, Creature — Turtle 1/4, Classic Sixth Edition Common Insight 2U, Enchantment, Classic Sixth Edition Uncommon Whenever one of your opponents plays a green spell, you draw a card. Inspiration 3U, Instant, Classic Sixth Edition Common Target player draws two cards. Juxtapose 3U, Sorcery, Classic Sixth Edition Rare You and target player exchange control of the creature you each control with the highest converted mana cost. Then exchange control of artifacts the same way. (If two or more permanents a player controls are tied for highest cost, that player chooses between them.) Library of Lat-Nam 4U, Sorcery, Classic Sixth Edition Rare Target opponent chooses one — You draw three cards at the beginning of the next turn's upkeep; or you search your library for a card, put that card into your hand, and then shuffle your library. Lord of Atlantis UU, Creature — Lord 2/2, Classic Sixth Edition Rare All Merfolk get +1/+1 and gain islandwalk. (They’re unblockable if defending player controls an island.) Mana Short 2U, Instant, Classic Sixth Edition Rare Tap all lands target player controls and empty his or her mana pool. Memory Lapse 1U, Instant, Classic Sixth Edition Common Counter target spell. Put it on top of its owner’s library instead of into that player’s graveyard. Merfolk of the Pearl Trident U, Creature — Merfolk 1/1, Classic Sixth Edition Common Mystical Tutor U, Instant, Classic Sixth Edition Uncommon Search your library for an instant or sorcery card and reveal that card. Shuffle your library, then put the card on top of it. Phantasmal Terrain UU, Enchant Land, Classic Sixth Edition Common Enchanted land is a basic land type of your choice. Phantom Warrior 1UU, Creature — Illusion 2/2, Classic Sixth Edition Uncommon Phantom Warrior is unblockable. Polymorph 3U, Sorcery, Classic Sixth Edition Rare Destroy target creature. It can’t be regenerated. Its controller reveals cards from the top of his or her library until a creature card is revealed. The player puts that card into play and shuffles all other revealed cards into his or her library. Power Sink XU, Instant, Classic Sixth Edition Uncommon Counter target spell unless its controller pays X more. If he or she doesn’t, tap all mana-producing lands that player controls and empty his or her mana pool. Prodigal Sorcerer 2U, Creature — Wizard 1/1, Classic Sixth Edition Common T: Prodigal Sorcerer deals 1 damage to target creature or player. Prosperity XU, Sorcery, Classic Sixth Edition Uncommon Each player draws X cards. Psychic Transfer 4U, Sorcery, Classic Sixth Edition Rare If the difference between your life total and target player’s life total is 5 or less, exchange life totals with that player. Psychic Venom 1U, Enchant Land, Classic Sixth Edition Common Whenever enchanted land is tapped, Psychic Venom deals 2 damage to that land’s controller. Recall XXU, Sorcery, Classic Sixth Edition Rare Choose and discard X cards from your hand, then return that many cards from your graveyard to your hand. Remove Recall from the game. Relearn 1UU, Sorcery, Classic Sixth Edition Uncommon Return target instant or sorcery card from your graveyard to your hand. Remove Soul 1U, Instant, Classic Sixth Edition Common Counter target creature spell. Sage Owl 1U, Creature — Bird 1/1, Classic Sixth Edition Common Flying When Sage Owl comes into play, look at the top four cards of your library and put them back in any order you choose. Sea Monster 4UU, Creature — Serpent 6/6, Classic Sixth Edition Common Sea Monster can’t attack unless defending player controls an island. Segovian Leviathan 4U, Creature — Serpent 3/3, Classic Sixth Edition Uncommon Islandwalk (This creature is unblockable if defending player controls an island.) Sibilant Spirit 5U, Creature — Spirit 5/6, Classic Sixth Edition Rare Flying Whenever Sibilant Spirit attacks, defending player may draw a card. Soldevi Sage 1U, Creature — Wizard 1/1, Classic Sixth Edition Uncommon tap, Sacrifice two lands: Draw three cards, then choose and discard one of them. Spell Blast XU, Instant, Classic Sixth Edition Common Counter target spell with converted mana cost equal to X. Storm Crow 1U, Creature — Bird 1/2, Classic Sixth Edition Common Flying Tidal Surge 1U, Sorcery, Classic Sixth Edition Common Tap up to three target creatures without flying. Unsummon U, Instant, Classic Sixth Edition Common Return target creature to its owner’s hand. Vodalian Soldiers 1U, Creature — Merfolk 1/2, Classic Sixth Edition Common Wall of Air 1UU, Creature — Wall 1/5, Classic Sixth Edition Uncommon (Walls can’t attack.) Flying Wind Drake 2U, Creature — Drake 2/2, Classic Sixth Edition Common Flying Wind Spirit 4U, Creature — Spirit 3/2, Classic Sixth Edition Uncommon Flying Wind Spirit can’t be blocked by only one creature each combat. Zur’s Weirding 3U, Enchantment, Classic Sixth Edition Rare Players play with their hands revealed. Whenever a player would draw a card, instead reveal it. Any other player may pay 2 life to put that card into its owner’s graveyard. If no one does, that player then draws the card. Animate Wall W, Enchant Creature, Classic Sixth Edition Rare Enchanted creature can attack as though it weren’t a Wall. Archangel 5WW, Creature — Angel 5/5, Classic Sixth Edition Rare Flying Attacking doesn’t cause Archangel to tap. Ardent Militia 4W, Creature — Soldier 2/5, Classic Sixth Edition Uncommon Attacking doesn’t cause Ardent Militia to tap. Armageddon 3W, Sorcery, Classic Sixth Edition Rare Destroy all lands. Armored Pegasus 1W, Creature — Pegasus 1/2, Classic Sixth Edition Common Flying Castle 3W, Enchantment, Classic Sixth Edition Uncommon Untapped creatures you control get +0/+2. Celestial Dawn 1WW, Enchantment, Classic Sixth Edition Rare Nonland cards you own that aren’t in play are white. Nonland permanents you control are white. Lands you control are plains. Colored mana symbols in the costs on all those cards and permanents are W. Circle of Protection: Black 1W, Enchantment, Classic Sixth Edition Common 1: The next time a black source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Blue 1W, Enchantment, Classic Sixth Edition Common 1: The next time a blue source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Green 1W, Enchantment, Classic Sixth Edition Common 1: The next time a green source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: Red 1W, Enchantment, Classic Sixth Edition Common 1: The next time a red source of your choice would deal damage to you this turn, prevent that damage. Circle of Protection: White 1W, Enchantment, Classic Sixth Edition Common 1: The next time a white source of your choice would deal damage to you this turn, prevent that damage. Crusade WW, Enchantment, Classic Sixth Edition Rare White creatures get +1/+1. Daraja Griffin 3W, Creature — Griffin 2/2, Classic Sixth Edition Uncommon Flying Sacrifice Daraja Griffin: Destroy target black creature. Disenchant 1W, Instant, Classic Sixth Edition Common Destroy target artifact or enchantment. Divine Transformation 2WW, Enchant Creature, Classic Sixth Edition Uncommon Enchanted creature gets +3/+3. D’Avenant Archer 2W, Creature — Soldier 1/2, Classic Sixth Edition Common T: D’Avenant Archer deals 1 damage to target attacking or blocking creature. Ekundu Griffin 3W, Creature — Griffin 2/2, Classic Sixth Edition Common Flying, first strike Enlightened Tutor W, Instant, Classic Sixth Edition Uncommon Search your library for an artifact or enchantment card and reveal that card. Shuffle your library, then put the card on top of it. Ethereal Champion 2WWW, Creature — Avatar 3/4, Classic Sixth Edition Rare Pay 1 life: Prevent the next 1 damage to Ethereal Champion this turn. Exile 2W, Instant, Classic Sixth Edition Rare Remove target nonwhite attacking creature from the game. You gain life equal to its toughness. Healing Salve W, Instant, Classic Sixth Edition Common Choose one — Target player gains 3 life; or prevent the next 3 damage to target creature or player this turn. Heavy Ballista 3W, Creature — Soldier 2/3, Classic Sixth Edition Uncommon T: Heavy Ballista deals 2 damage to target attacking or blocking creature. Hero’s Resolve 1W, Enchant Creature, Classic Sixth Edition Common Enchanted creature gets +1/+5. Icatian Town 5W, Sorcery, Classic Sixth Edition Rare Put four 1/1 white Citizen creature tokens into play. Infantry Veteran W, Creature — Soldier 1/1, Classic Sixth Edition Common T: Target attacking creature gets +1/+1 until end of turn. Kismet 3W, Enchantment, Classic Sixth Edition Uncommon Artifacts, creatures, and lands your opponents play come into play tapped. Kjeldoran Royal Guard 3WW, Creature — Soldier 2/5, Classic Sixth Edition Rare T: All combat damage that would be dealt to you by unblocked creatures this turn is dealt to Kjeldoran Royal Guard instead. Light of Day 3W, Enchantment, Classic Sixth Edition Uncommon Black creatures can’t attack or block. Longbow Archer WW, Creature — Soldier 2/2, Classic Sixth Edition Uncommon First strike Longbow Archer can block as though it had flying. Mesa Falcon 1W, Creature — Bird 1/1, Classic Sixth Edition Common Flying 1W: Mesa Falcon gets +0/+1 until end of turn. Order of the Sacred Torch 1WW, Creature — Paladin 2/2, Classic Sixth Edition Rare tap, Pay 1 life: Counter target black spell. Pacifism 1W, Enchant Creature, Classic Sixth Edition Common Enchanted creature can’t attack or block. Pearl Dragon 4WW, Creature — Dragon 4/4, Classic Sixth Edition Rare Flying 1W: Pearl Dragon gets +0/+1 until end of turn. Regal Unicorn 2W, Creature — Unicorn 2/3, Classic Sixth Edition Common Remedy 1W, Instant, Classic Sixth Edition Common Prevent the next 5 damage this turn divided any way you choose among any number of target creatures and/or players. Reprisal 1W, Instant, Classic Sixth Edition Uncommon Destroy target creature with power 4 or greater. It can’t be regenerated. Resistance Fighter W, Creature — Soldier 1/1, Classic Sixth Edition Common Sacrifice Resistance Fighter: Target creature deals no combat damage this turn. Reverse Damage 1WW, Instant, Classic Sixth Edition Rare The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way. Samite Healer 1W, Creature — Cleric 1/1, Classic Sixth Edition Common T: Prevent the next 1 damage to target creature or player this turn. Serenity 1W, Enchantment, Classic Sixth Edition Rare At the beginning of your upkeep, destroy all artifacts and enchantments. They can’t be regenerated. Serra’s Blessing 1W, Enchantment, Classic Sixth Edition Uncommon Attacking doesn’t cause creatures you control to tap. Spirit Link W, Enchant Creature, Classic Sixth Edition Uncommon Whenever enchanted creature deals damage, you gain life equal to the damage dealt this way. Standing Troops 2W, Creature — Soldier 1/4, Classic Sixth Edition Common Attacking doesn’t cause Standing Troops to tap. Staunch Defenders 3WW, Creature — Soldier 3/4, Classic Sixth Edition Uncommon When Staunch Defenders comes into play, you gain 4 life. Sunweb 3W, Creature — Wall 5/6, Classic Sixth Edition Rare (Walls can’t attack.) Flying Sunweb can’t block creatures with power 2 or less. Tariff 1W, Sorcery, Classic Sixth Edition Rare Each player chooses a creature with the highest converted mana cost he or she controls, then pays mana equal to that cost or sacrifices that creature. Tundra Wolves W, Creature — Wolf 1/1, Classic Sixth Edition Common First strike Unyaro Griffin 3W, Creature — Griffin 2/2, Classic Sixth Edition Uncommon Flying Sacrifice Unyaro Griffin: Counter target red instant or sorcery spell. Venerable Monk 2W, Creature — Cleric 2/2, Classic Sixth Edition Common When Venerable Monk comes into play, you gain 2 life. Wall of Swords 3W, Creature — Wall 3/5, Classic Sixth Edition Uncommon (Walls can’t attack.) Flying Warmth 1W, Enchantment, Classic Sixth Edition Uncommon Whenever one of your opponents plays a red spell, you gain 2 life. Warrior’s Honor 2W, Instant, Classic Sixth Edition Common Creatures you control get +1/+1 until end of turn. Wrath of God 2WW, Sorcery, Classic Sixth Edition Rare Destroy all creatures. They can’t be regenerated. *** End ***